The following locations in Trunau appear in the
adventure. For more detailed information on these and
other locations in the town, see Pathfinder Campaign Setting:
Towns of the Inner Sea or the Giantslayer Player’s Guide.
A. Commons: This open-air amphitheater lies in the center of town, and has a stone f loor and raised stage at its southwest end. The Commons hosts militia training, school lessons, important ceremonies, and other festivities.
B. Ramblehouse: Many of Trunau’s half ling residents live in the Ramblehouse, a boardinghouse that is also the town’s sole inn.
C. Longhouse: Trunau’s largest building, the Longhouse contains a huge common room for meetings, barracks for the town’s unmarried militia members, storerooms, and the town’s emergency food supply, the siegestone. In addition, Patrol Leader Jagrin Grath and his two sons,
Rodrik and Kurst, normally reside within the Longhouse.
D. Brinya Kelver’s Lodgings: This boardinghouse
provides lodging for several of Trunau’s residents who
don’t possess property of their own in town, it is run by
half-orc weaver Brinya Kelver.
E. South Tower: This tower forms the southern anchor
for the first of Trunau’s inner walls, which separate the
plateau holding inner Trunau from the main gate at
ground level.
F. Sanctuary: When Trunau’s old church of Iomedae—
now known as the Plague House (area H)—was burned by
marauding orcs, Iomedaean missionaries built this new
temple inside the town’s walls. Although the Sanctuary’s
priests are careful to stay out of government and politics,
some Trunauans question how much of the clerics’
loyalties lie with Lastwall rather than Trunau.
G. Clamor: Officially called Morninghawk’s Fine Steel,
Clamor is Trunau’s smithy. Virtually all metalwork in the
town, including the crafting of hopeknives for its citizens,
falls under the purview of the half-orc councilor and
smith Sara Morninghawk.
H. Plague House: Also known as the Burned Church,
this old, burnt-down ruin outside Trunau’s walls is the
subject of numerous horror stories—most Trunauans
avoid the place, believing it to be haunted.
I. Flame of the Fallen: To prevent orcs from desecrating
their remains, Trunau’s dead are burned in a pyre here; the
pyre also serves as a beacon during times of siege.
J. Commons Beacon: One of several beacons used
during orc attacks, this pyramid of wood and kindling
is kept built near the Commons (area A), ready to be lit
quickly in the event of an orc raid.
K. Inner Gates Beacon: Another pyramid of wood and
kindling stands in the inner quarter (area L), just before
the gates to the town’s upper quarter.
L. Inner Quarter: Walled and gated at either end, this
slope climbs between Trunau’s lower quarter and the stone
plateau of Bloodmarch Hill 40 feet above, forming a choke
point and killing ground for invaders assaulting the town.
M. Hopespring Beacon: Yet another pyramid
of wood and kindling stands in lower Trunau
near the town’s water source, the Hopespring
(area O), ready to be lit as a beacon should the
town come under attack.
N. Barterstones: These broad, f lat slabs of
stone outside the town proper host an open-air
market where a significant portion of Trunau’s
trade occurs.
O. Hopespring: This fresh and reliable
spring wells up from deep within
Bloodmarch Hill before cascading
in a small waterfall down to the
town’s reservoir in lower Trunau.
Trunau draws all of its fresh
water from the Hopespring,
whose existence is the reason
the town was founded here in the
first place.